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Lua Programming Help Thread

This is a discussion on Lua Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; i'll agree with Nielkie, you should be fine with box collision, but a pixel collision would not appear to have ...

  
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    i'll agree with Nielkie, you should be fine with box collision, but a pixel collision would not appear to have "gaps" between a collision, however if box collision is done correcltly only minor "gaps" would ever appear


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    Ok thanks
    -=Double Post Merge =-
    Can I do collision based on the color of an object? Like if a platform is red my player cant go through it?
    Geändert von xXChromeXx (10-29-2008 um 03:39 PM Uhr) Grund: Automerged Doublepost
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    Yes you can.

  4. #9484
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    How would I do it?

    I don't need straight code I just want an explanation.
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    basically you'll need to internally keep track of what tile is what, than simple loop though the tiles, check if you can move though that tile, than move or don't move though it, it's all internal tracking, it's only the graphics side that display's it's a red tile
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    Thank You
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    Zitat Zitat von slicer4ever Beitrag anzeigen
    basically you'll need to internally keep track of what tile is what, than simple loop though the tiles, check if you can move though that tile, than move or don't move though it, it's all internal tracking, it's only the graphics side that display's it's a red tile
    There is also a way to check for colour. So you could use any object of a particular rgb colour value and the player would collide with it. I'll see what I can do for you in terms of an explanation in a minute. I have a friend who knows a lot about this particular subject.

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    o, i did not know this, however i believe internal tracking would be faster than checking an rgb value, however do toss out the info for Chrome to know, and for me to know for future refrence
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    I will do once he comes online. And you're right I think your way is faster.

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    What is your method eldiablov?
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    My jumping script isn't working. Once the player hits the ground I can't jump again. http://www.sendspace.com/file/azor5n
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  12. #9492
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    for future reference:
    rafb.net/paste
    or use code tags if your just giving use the script anyways

    anywho, let me take a look, probably something simple your forgetting to do

    edit:

    think i got it:

    Code:
    if (obj1.x + obj1.img:width() > obj2.x) and (obj1.x < obj2.x + obj2.img:width()) and
    (obj1.y + obj1.img:height() > obj2.y) and (obj1.y < obj2.y + obj2.img:height()) then
    ^^obj1 has to meet the following(at least from how i'm reading it):
    1. be smaller than obj2.
    2. be completely inside obj2

    which, in most cases that won't happen, i suggest revising it for checking only when one point intersects with obj2, or even making it more advanced and giving feedback depending on what side obj1 is hitting obj2, which could defiantly help you in the future(at least with the suspicion of what i believe your trying to do, and it only takes just a few extra if statements to do this)
    Geändert von slicer4ever (11-01-2008 um 08:05 PM Uhr)
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  13. #9493
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    Sorry the code was long and my only internet resource atm is my PS3 and I really didnt want to type it on its crappy OSK. Thanks ill try checking whether im hitting the top or bottom. Edit: obj1 doesn't have to be smaller or inside obj2 once they touch it works. But I think your right about checking specific areas.
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  14. #9494
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    ok, now i got it, and sorry about pointing in wrong direction, was late when i read it, but it's around the same issue:

    Code:
    function checkCollision(obj1,obj2)
    
    if (obj1.x + obj1.img:width() > obj2.x) and (obj1.x < obj2.x + obj2.img:width()) and
    (obj1.y + obj1.img:height() > obj2.y) and (obj1.y < obj2.y + obj2.img:height()) then
    if obj1 == Player then
    Player.jumpstate = "ground"
    end
    else Player.jumpstate = "falling"
    end
    end
    ^^as soon as you begin to jump, it'l start falling again, so to comphisate i did:
    Code:
    function checkCollision(obj1,obj2)
    
    if (obj1.x + obj1.img:width() > obj2.x) and (obj1.x < obj2.x + obj2.img:width()) and
    (obj1.y + obj1.img:height() > obj2.y) and (obj1.y < obj2.y + obj2.img:height()) then
    if obj1 == Player then
    Player.jumpstate = "ground"
    end
    else if Player.jumpstate~="jumping" then Player.jumpstate = "falling" end
    end
    end
    and secondly, it still won't jump, because it is slightly embeded into the green block at this point, which means that as soon as you begin to jump the collision function says it's hitting, and sets it back to ground, to compensate i did:

    Code:
    function playerjump()
    
    if Player.jumpstate == "ground" then
    if pad:cross() then
    Player.jumpstate = "jumping"
    Player.y = Player.y - 3; // <-- now it'll move itself out of the block slightly so this way the collision function won't happen
    end
    elseif Player.jumpstate == "jumping" then
    Player.y = Player.y - 3
    jumptime = jumptime + 1
    if jumptime >= 30 then
    Player.jumpstate = "falling"
    jumptime = 0
    end
    elseif Player.jumpstate == "falling" then
    Player.y = Player.y + 3
    end
    end
    and with those two changes the block was jumping all over the screen

    hope this helps
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    Thanks alot
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    Are you sure you want a jumping and falling state? It will cause problems when you start adding other objects. Just have a moving state and it resets when you hit the top or bottom of an object and slows down when you hit the side based on friction (this means every side of the object has to have its own collision though).
    Geändert von MoAShaun (11-03-2008 um 09:52 PM Uhr)

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    ^ i agree with MoAShaun, i think it wouldn't cause Huge problems But annoying ones using a boolean rather than a string it would be easier.
    Geändert von dan369 (11-02-2008 um 05:48 PM Uhr) Grund: Fixing spelling errors

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    Never mind. I fixed my problem.
    Geändert von corytheidiot1 (11-04-2008 um 12:52 PM Uhr)

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    I need help with a level editor for my arkanoid deluxe game. Im not even sure how to start. Creating levels was a pain and a level editor would help me out and be a good addition to the game.
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    You should start by telling us how your levels are stored...

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    I need a maximum of 30 blocks.

    The tables are like this

    Block = {}
    Block[1] = {x = blah, y = blah, img = blah}
    Block[2] = {x = blah, y = blah, img = blah}
    ...
    Block[30] = {x = blah, y = blah, img = blah}
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  22. #9502
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    Can anyone help? Even just to point me in the right direction.
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  23. #9503
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    There's an insert table function in Lua ;)

  24. #9504
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    table.insert(tablename, the thing you want to insert, optionally the place where you want to insert it otherwise defaults to the end)
    [size=3][url=http://luaplayer.org/forums/index.php?topic=507]Complete Lua development cycle outline[/url][/size]

  25. #9505
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    Thanks I already googled it though lol.

    Can I use infinite arguments? Like

    table.insert(BLOCK, BLOCK[1] = {x = blah, y = blah}, .... BLOCK[30] = {})

    Im just not totally clear how it works.
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  26. #9506
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    No

    table.insert would work like this:
    Code:
    table.insert(BLOCK, {x = blah, y = blah, img = blah})

  27. #9507
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    OK


    How do I keep text on screen after I select something.

    Like when I hit something I have to hold that button for the next set of text to stay. Like if I have to hit Cross(x) for text to appear then I have to hold it for that text to stay. How do I make it so the next text stay up even after I release X?


    A sample code would be superb

  28. #9508
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    Use oldpad
    Code:
     oldpad = Controls.read()
    
    --MAIN LOOP
    if pad:cross() and oldpad:cross() ~= pad:cross() then
     --Display text 
    end
    
    --End loop
    screen.waitVblankStart()
    screen.flip() 
     oldpad = pad  --Make sure you have this
    end

  29. #9509
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    Zitat Zitat von dan369 Beitrag anzeigen
    Use oldpad
    Code:
     oldpad = Controls.read()
    
    --MAIN LOOP
    if pad:cross() and oldpad:cross() ~= pad:cross() then
     --Display text 
    end
    
    --End loop
    screen.waitVblankStart()
    screen.flip() 
     oldpad = pad  --Make sure you have this
    end
    I cant seem to get this to work, maybe something else?
    Or a better explanation?

  30. #9510
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    I'm a little lost. What exactly are you trying to do? You want it to display one message whilst X isn't being held, and another whilst X is being held? Also, if so, why exactl yisn't it working, what's happening instead?

    Also, on a different note, I wanted to ask if there is any way I could fade from one image to another in lua? I know how to fade an image out to black, and then the next in, but is there no way I could do it straight from one to another? Thanks in advance.


 

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